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Effects of Mind Improving Board Games on Analytical

Thinking

Author: Ayşegül Soybilge (aysegulsoybilge@gmail.com)

Supervisor: Derya Irkdaş Doğu

“ID494 Graduation Thesis”, Department of Industrial Design, Specialization of


Product Design, Izmir University of Economics

ABSTRACT

The effects of mind improving board games on analytical thinking were studied more
than once and tested on different players. As a result of these tests, the effects of
mind improving board games on analytical thinking were proven and some board
games have been designed according to age and education level just to improve
analytical thinking skills in an enjoyable way.

The aim of this paper is to research the details of mentioned effects on analytical
thinking, the effects of design and mechanisms of the board games, especially
backgammon. Backgammon has been selected since it is one of the games that has
rules easy to learn and played widely in Turkey. This paper is based on case study
research and a player of backgammon has been analyzed. The selected player is
experienced in backgammon and knows the rules of game and is able to develop a
stragety in playing session. The data collection consisted of an interview and the
gathered data was analyzed in the leading of qualitative analysis.

This study has been done according to qualitative research method in a descriptive
style and case study approach. Both of datas that gathered from literature review and
the research technique, interview are summed up in an explanatory outline.

At the end of research, it is seen that, having analytical thinking skills is quite
necessary not only in daily life, but also in education and in order to improve those
skills, people need to do some exercises. One of the improving methods of analytical
thinking skills is playing mind improving games. This method is quite different from
other methods in terms of process since it is both enjoyable and educational. People
want to do this exercise voluntarily as long as it is a game because of fun factor.

Keywords: analytical thinking, mind improving skill games, mind improving, mind
game types, board games’ effects on analytical thinking

1. Introduction

1.1. Definition of Board Games, General Explanations

A board game is a game which includes checkers or pieces placed and replaced on
a pre marked surface which is called a "board" and played according to a set of rules.
Three main types of games are exist, they are; games based on pure strategy (e.g.
chess), games based on luck (e.g. rolling dice) and games based on both luck and
strategy (e.g. backgammon) There is usually an aim that is tried to achive by players.

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That competition is provided by genre of the games and theme of the games. First
board games have a fight between two armies and both most of early board games
and most of current ones are still based on defeating opposite team or player. Victory
is provided by accrual of points (e.g. in-game currency), counters and winning
positions (“Board Game”, n.d.).

Many different types and styles of board games exist. Real-life situations in board
games range from not having any inherent theme (e.g. board games which include
checkers), to having a specific theme and story. Also rules range from the very simple
to complex. Board games that have complex rules describe a game universe in detail.
Furthermore, there are new board games that are based on role playing, in those
games, game board is in background of game and provides visualization to game
scenario (“Board Game”, n.d.).

Players get used to play board games and may become masters of games, this
depends on game and its rules. These games that create their masters may have
rules from simple to complex. Also, the amount of time is required to learn how to play
changes from game to game. Learning time may not correlate with the rules in terms
of number or complexity. Some games have intense strategies possess relatively
simple rulesets. Timing is also a factor while some of board games (e.g. taboo) include
a timer, some of them do not involve any timer but are driven by rounds (“Board
Game”, n.d.).

It is suggested in some researches that, board games are addictive and reason of it
is defined as motivation. High motivation games are more addictive than low
motivative ones. This is the game psychology issue. There are five main topic that
depend on each others as;

- Motivation of players

- Needs of players

- State of players

- Reward of players

- Challenge of players

The bonds of those topics are like that:

ADJUST

DOWN

STATE OF NEEDS OF REWARD CHALLENGE


SET ADJUST SET
PLAYERS PLAYER OF PLAYER OF PLAYER

UP

Figure 1: Relations of psychological sides of games (Author’s interpretation)

State of Player is strength of players. It includes players amor, life, his/ her talent,
quality of his/ her equipment, his knowledge of game world and game mechanisms.
That is, it is players’ profiles.

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Needs of Player are needs that increase when the challenge rises and it depends on
the state of player, that is player’s advancement into the game. Besides, different
needs can be added to the game by its design.

Reward of Player is an enthusiasm and reward’s value depends on its type, that is, it
depends on to difficulty to reach victory and also players’ past experiences with the
reward system. Players’ expectation of reward can be predicted referring to their past
experiences.

Challenge of Player is a shifting element of games and the value of challenge makes
the players want to continue and win the game. When the value is high, it can be said
that players believe in their own capacities. However, when the value is low, it means
that players do not feel comfortable or they doubt in their playing skills (Gobet, Voogt,
Retschitzki, 2004, p. 78-95).

To sum up, game psychology is one of the key topic in game definition and its
subtopics are related with each other in this formule:

Motivation Needs Challenge Reward


of player of player of player of player

Figure 2: Game psychology formule (Author’s interpretation)

1.2. Definition of Analytical Thinking and the Improving Methods of Analytical


Thinking Skills

Analytical thinking can be simply described as questioning and demonstrating ideas.


One who thinks analytically, has to think about cause and effect, similarities and
differences, trends, examples of what is happening, steps within a process, ways to
solve complex problems, complex systems and how they work, the sequence of
events, inter-relationships between the parts, associations between things. Also, the
player who wants to improve his/ her own analytical thinking skills has to ask some
questions such as who, where, when, why, what, what if and so what, use diagrams
and try to make mindmaps (“How to Think Critically and Analytically”, n.d).

In 1999, Richards J. Heuer Jr. implies “ Thinking analytically is a skill

like carpentryor driving a car. It can be taught, it can be learned, and it

can be improved with practice. But like many other skills, such as riding

a bike, it is not learned by sitting in a classroom and being told how to do it.

Analysts learn by doing (Heuer, 1999).

People who have analytical thinking skill can articulate, visualize and solve not only
simple problems, but also complex ones and make sensible decisions that are based
on accessible information. In other words, it can be described as problem identification
way of somebody and his/ her trying to solve the problem by presenting solutions
(Heuer, 1999).

Heuer, (1991) focuses on analytical process has six main steps to follow. Those steps
are; definition of problem, hypothesis generation, information collection, hypothesis
evaluation, selection of the most likely hypothesis, and the ongoing monitoring of new
information (Heuer, 1999).

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Analytical and critical thinking skills are needed by people since they help people to
apprise the problem and to make decisions. Most problem solving and analytical
thinking skills are developed through daily life and life experiences up to some extend.
For instance, repairing computer, car maintaining, do it yourselves, or programming
are some type of practical interests that used in daily life. To pass the beyond of that
extend, some activities and interests are useful to make those skills improved, such
as mind games (chess, bridge, backgammon, sudoku,… etc.). Also computer games
including critical and statistical analysis, strategic planning, and evaluating the
advantages and disadvantages of different course of action. Furthermore, working
with lighting and sound equipment for an event, band or a show is useful for mind and
one of mind training ways. Besides, academic studies that are assessing different
sources of information for essays, designing a plan or design, or setting up a lab
experiment requires analytical thinking skills and they are also some ways to develop
them (“ Problem Solving and Analytical Skills”, n.d.).

1.3. An Overview of The Mind Improving Board Games

There are several rules in every board games and elements such as players, actions,
information and payoff. According to rules, game is driven and who becomes the
winner or loser. Information is a factor at that point, some type of games requires more
information and more knowledge about the game than others. In perfect information
games (e.g. chess), each player has to know complete information on the state of the
game. There are some types of games in which some information is hiddef from
players to make finding the best attack more difficult. Also those games may include
guessing probabilities by the opponents.

Defining the players, they are the participants of games. Generally, there are at least
two individuals or groups as players but some type of board games such as solo test,
there is a one individual who tries to win against the game. Also in cooperative games,
all players try to win against the game, there are no opponents (“Player (game)”, n.d).

One of the necessarily element of games is action. Action of game are the attack,
according to strategies that are pre-developed by players, that is made by players to
be able to become winner.

Another necessarily elements that play role in players mind are payoffs. Payoffs are
results of possible combination of moves and players expected to choose the best
one. The payoffs of the game are usually described as for the utility of individual
players. Often the payoffs present money in game, which is for an individual's utility
most probably. This assumption may not always be true (“Game Theory”, n.d.).

1.4. Classification of The Mind Improving Board Games

Board game notion is highly comprehensive and so, there are many classifications of
them. For this report, only analytical thinking skills developing ones are considered.

While Dice Games are driven and played with dice that determine the winner of the
game or have a significant role on game mechanism, Conflict and Simulation Games
simulate economic, historical and military conflicts and requires developing a strategy.
Also, Cooperation Games are played to “we”, there are no opponent players, all
players work together and try to win together, or lose together. Referring to Deduction
Games, they are played to finding the answer via a strategy by logical thinking,
combining and eliminatingthe possibilities. Furthermore, Thinking Games requires
tactics and strategy development and played by two ( one by one), three or more
players, includes little or no luck factors. Taking a look at Number Games, they are
driven by combining, calculating, putting in order, … etc. the numbers (Notebaert &
Cornilly, 2001).
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On the other hand, Gambling Games includes high level of risks, while some of
players win by far or lose. Players have to take the responsibilities of well calculated
risks and the challange of the game. While Trade Games make players aim to trade,
earn money and play on the options market, Lay Down Games include rules that
generate a row, a path, or a combination with pieces by putting them on right places
on a game board via a strategy. Besides, War-games make players to battle on game
board and develop strategies to win the game while Quiz Games include questions
and players need to solve them or know brainteasers (Notebaert & Cornilly, 2001).

Moreover, Race Games involve a track that must be finished by players as soon as
possible, one of players who finishes first becomes winner when Play in a Row Games
are similar to lay down games, players try to put pieces on game board to generate
series, a pattern or a row during the game.

Finally, Skill Games include to build, place, narrate, express, and such something and
players requires correct actions as soon as possible (Notebaert & Cornilly, 2001).

2. Methodology

2.1. Case Study

The main question in this report is that “How does design of mind improving board
games affect players’ the skill of analytical thinking?” The research started by
searching for definition, classification and design of mind improving board games in
chapter 1 and continued by finding datas about samples in the market, and studying
the designs of game boards in chapter 3. These researches generated the literature
review stage. Through the literature review, it became possible to acquire information
about sample board games, analytical thinking skill development methods, strategy
development methods and designs of related board games. In chapter 1 and chapter
3, literature review has been done in order to gather data and explain aim of the
research.

In chapter 4, via interview, users’ thoughts are gathered to examine to be able to


reach a result and suggest new ideas ( Yin, 2003). The explanatory case study is
chosen to investigate an empirical topic by following a set of prespecified procedures.
By the explanatory case study, definition of board games and analytical thinking,
classification of mind improving board games, samples in the market, mind improving
board games designs and contribution of mind improving board games to analytical
thinking skills have been explained.

2.2. Interview in Detail

To comprise the questionnaire stage, a board game, which includes both luck and
strategy factors and played with two player, will be examined in terms of elements of
game, designs of elements and game board, playing rules and the criterias of
determining who winner will be in detail by asking questions with regard to
questionnaire methods. And the research method “questionnaire” will be used to
obtain data about during the game playing session, attractive points of game for
players, how their skills of analytical thinking change, and the challange points of
game.

2.2.2. The Definition, the Purpose and the Application of Interview

In this thesis, required data has been provided from interview since the thoughts of
sample group, who are fine arts and design faculty students and also the member of
different sex and educated groups, have similar life styles and from different cities but
live in the same city, are needed to be able to gather various perspectives and

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effective data. By this means, the design, materials and mechanism of the
backgammon are examined on people who are different from each other. Since
backgammon is adressed very wide ranging user groups, interviews help to discover
various thoughts and information were obtained from those participants. All of the
interviews have been done on the online chat.

2.2.3. Plan of Interview

For this thesis, Appendix A have been asked to all participants of interviews, have
been prepared according to key points of backgammon that makes backgammon very
popular and attractive for decades. Those questions have been asked to users to get
information about some variables, such as playing reasons, times, places, success,
improved strategies, competitors, conditions, materials’ type and effects of materials’
type on playing desires. At the end of all interviews, gathered answers were ordered
in groups and examined by researcher to reach required data.

3. Types of Mind Improving Board Games

3.1 Samples in The Market

There are two types of mind improving board games which are played with two player,
that require analytical thinking skill and is played by developing a strategy, pure
strategy games (e.g. chess) and luck and strategy games (e.g. backgammon). In this
report, it will be mentioned about mind improving board games that include both luck
and strategy factors.

Axis and Allies is a board game that includes medium luck factor and it plays a role
as determining which players (attackers and defenders) units overcome beats on the
opposite side. Strategy plays role when attackers choosing the attack in different
territorries through combat. Since, struggle in one territorry can influence the number
of combanants in another territorry for next fights while an amphibious offence or as
fighting units pull back ( “Axis and Allies,” n.d.).

One of the games that have medium luck factor is backgammon. Players move their
pieces according to the role of dice, an put them on the board, by strategical thinking.
Player must think about not only their own pieces, but also the pieces of opponents.
Since there are numerous options for playing their checkers and estimate the possible
counterttack. Finally, winner of the game become the player who removes his/her all
pieces firstly from the board ( “Backgammon,” n.d.).

Pachisi has the medium luck factor and it plays role at the beginning to determine who
the first player will be by throwning the cowries. The game Pachisi continues by
throwning cowries and played according to the numbers thrown and put the places
on board. The player who finishes his/ her trip firstly becomes winner of the game
(“Pachisi,” n.d.).

In Puerto Rico Board Game, luck factor is very low board game and it influences the
game during each round since players take up a role card (such as builder or trader)
from which are on the table and players move according to the role that chosen. At
this point, strategy enters the game. Players have a small permission for acting
according to the role card. Also, unused roles get a bonus, so the next player who
selects that role card, can take mentioned bonus associated with it (“Puerto Rico,”
n.d.).

Risk includes medium luck factor and it influences the game while players make an
attack. According to dice roll, players manipulate their armies and try to capture

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opponents territorries. Strategy factor is used for to where attack made and which
territories of opponent tried to capture (“Risk,” n.d.).

One of the board games that includes medium luck factor is Scrabble and it plays role
at the beginning, as the determiner of the first player (player who takes the letter
closest A becomes the first one) and through the game while letters taken from the
bag randomly. Strategy factors plays a role according to player while putting letters
on the board ( “Scrabble,” n.d.).

In Sorry! luck factor is high because the game continues according to the instructions
of drawn cards. Strategy enters into the game at this point. Players decides to where
put their pawns on the board to finish the game firstly (“Sorry!,” n.d.).

On the other hand, there is a game called WizWar. WizWar game belongs to the
board game category of “beer and pretzels”, this means that it is humorous and not
heavy on strategy and rules. Therefore, there are many random elements which make
luck factor of game is very high. At the beginning, luck factors play a role as determiner
of the first player. Player who rolls the highest becomes first to play. Each turn of
players determined by a number card that pulled and the winner become a player who
does not draw or is not killed by his/ her opponent. However, to tie up is also possible
(“WizWar,” n.d).

Roles of importances of strategy and luck change among the games. Some games
include luck and strategy together while only strategy is enough for rest of them.
Generally luck plays a role at the beginning of the whole process of the game or before
each attack. After luck determines some situations, strategy comes forward. Players
use their strategy skills by choosing move type among lots of options. In some cases,
it is important to think not only their own situation and also the situations of others.

If we fix importance of luck, roles of skills for a game change from a game to another
one. It increases through the order like Risk, Backgammon, Pachisi, Axis&Allies,
Scrable. Skills are more important than luck for Backgammon, Pachisi, Axis&Allies
and Scrabble. It can be said that luck and skills have equal importance in Puerto Rico.
Also Sorry! is the game that requires luck factor at least among the games mentioned.

3.1.1. An Analysis of Mind Improving Board Games Designs

All the games, which have been mentioned thus far, have a main common point, that
is having a board which drives and directs the games. That board has the challenge
points of game on it. Further more, to add luck factor to games, cards or dice is used
to determine who will move first and how and where to move through games.

Axis and Allies is a board game type and requires strategical thought, tactics,
economic management, teamwork and logistics skills. Its target age group is 12 year-
old and up, it is played with 2-5 players, and set up in 10-15 minutes. Dice and cards
are included in this game. Axis and Allies’s playing time is 2-10 hours (“Axis and
Allies,” n.d.).

Backgammon is one of the oldest board game that requires strategical thought,
tactics, counting and probability skills, includes a game board, dice and checkers.
Mostly, all elements made out of wood, however, some games may include checkers
out of plastics. It is played with 2 players and set up in 10-30 seconds and its playing
time is 5-60 minutes (“Backgammon,” n.d.).

Pachisi is called as the oldest version of Sorry!, requires strategical thought, counting,
probability and tactics skills, their game board are both plus shaped and it is played

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with pieces in four different colours. Its players are 4 year-old and up, playing time is
30-60 minutes. It is played with 2-4 players (“Pachisi,” n.d.).

Puerto Rico is one type of board games that requires economic management,
strategical thought skills, includes one game board and role cards, played with 2-5
players and its target age group is 12 year-old and up. Its playing time is 90-15
minutes and set up time is 5-10 minutes (“Puerto Rico,” n.d.).

Risk is a type of board game which based on strategic conquest, requires strategical
thought, tactics and negotiation skills and involves a game board, dice (7), sets of
colored units (5), a deck of 42 cards, cities (15), capitals (5), parts sheet (1), scoring
pawns (16), roller pawns (16), blocker rails (3), scoring boards (4), side rails (8), tracks
(4), and 2-sided target boards (2), rules and instructions. In risk, the used material is
plastics and suggested age group is 12 year-old and up and played with 2-6 players.
It is set up in 5-15 minutes and played 1-8 hours (“Risk,” n.d.).

Scrabble is one of the most famous board game, which is also called as word game,
requires vocabulary, spelling, anagramming, bluffing, strategical thought, counting
and probability skills and involves a game board which is divided into 15x15 squares,
a letter bag, a dictionary that approved by all players and four racks. There are light
blue double letter squares (24), dark blue triple letter squares (12), pink double word
squares (17), dark red triple word squares (8) and a center square that marked with
a star or another symbol on the board. Scrabble contains 100 tiles, 98 of them are
marked with a letter and their point values are ranging from 1 to 10. Also, 2 blank tiles
are exist in the game and they do not have any point value. All tiles are made out of
plastics or wood. The target audience’s age group is 8 year-old and up and played
with 2-4 players. It is set up in 2-6 minutes and estimated playing time is about 50
minutes (“Scrabble Materials,” n.d.), ( “Scrabble,” n.d.).

Sorry! is one type of board game, that has a plus shaped board, a deck of 45 cards
and pawns in four different colour, made out of plastics, requires counting, tactics,
strategical thoughts and probability skills. The target age group of Sorry! is 6 year-old
and up and it is played with 2-4 players, also set up in 1-5 minutes (“Sorry!,” n.d.).

WizWar is one type of board game and called “beer and pretzels game”, includes a
game board with individual segments and cards, played with 2-6 players and its
playing time is 15-60 minutes (“WizWar,” n.d).

3.2. Contribution to Analytical Thinking Skill Improvement

Halpern (1999) implies analytical thinking includes analysing, evaluating, judging,


comparing and determining opposite sides skills, Analytical thinking is critical thinking
at the same time. Critical thinking is logical, purposive and goal directed. The
outcomes of our thought process are evaluated during critically thinking, since
critically thinking includes making decisions, formulating inferences, calculating
likelihoods and solving problems. It is actually using the cognitive skills (“Eleştirel
Düşünme,” n.d.) .

For being able to play Axis and Allies, players have to have strategical thought, tactics,
economic management, teamwork and logistics skills. However, only strategical
thought, tactics belong to analytical thinking skills and they are mentioned in here.
During the game, players use their own tactics skill because Axis and Allies is a
historical game that has World War ll theme, strategical thought skill when attacking
according to the previous opponent’s attack and considering the next opponent’s
future attack (“Axis and Allies,” n.d.).

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Moreover, for playing Backgammon, players have to have strategical thought, tactics,
counting and probability skills. Tactics skill improves gathering data and acquiring
knowledge about how to play the game. In playing session, players benefit from their
own strategical thought skill while attacking according to opponents previous attack,
counting skill when calculating how many moves he/ she has to make to finish the
game before the opponent and probability skill while estimating the next move of
opponent (“Backgammon,” n.d.).

To be able to play Pachisi, players have to have strategical thought, counting,


probability and tactics skills. During the game, players use their own tactics skill to
acquire data about game direction and instruction, strategical thought skill while
putting cowries (pieces) on the board, ( player who moves all of his/ her pieces to the
finish becomes winner of the game), counting skill how many moves are possible to
play and whether another turn is permitted or not and probability skill in order to
estimate opponents turn, if they can move or not, or where they can move (“Pachisi,”
n.d.).

For being able to play Puerto Rico, players have to have economic management,
strategical thought skills however only strategical thought skill belongs to analytical
thinking skills and it is mentioned in here. In playing session, players use their own
strategical thought skill while managing and exchanging their incomes and ownings
for bonus and points (“Puerto Rico,” n.d.).

Furthermore, to be able to play Risk, players have to have strategical thought, tactics
and negotiation skills. Only the two of three skills, tactics and strategical thought
belong to analytical thinking skill, so they are mentioned about in here. In playing
session, players benefit from their own strategical thought skill while attacking
according to opponents previous attack and defending their own territories, also to
capture territories belong to other players, tactics skill to gather data and acquire
knowledge about not only their own territories, but also other territories in order to
capture them (“Risk,” n.d.).

For playing Scrabble, players have to have vocabulary, spelling, anagramming,


bluffing, strategical thought, counting and probability skills. However, strategical
thought, counting and probability skills are mentioned in here since they are related
with analytical thinking skill. Strategical thought skill improves connecting, making
cause and effect relationship, planning and resolving abilities. Counting skill improves
calculating possibilities and sequencing abilities. Probability skill improves generating
hypothesis and anticipating abilities. During the game, players use their own
strategical thought skill while attacking and evaluating opponents previous attack,
counting skill when calculating the point of written words and probability skill while
estimating the next move of opponent ( “Scrabble,” n.d.).

Besides, to play Sorry!, players have to have counting, tactics, strategical thoughts
and probability skills. During the game, players use their own strategical thought skill
before making attack since their object is to reach the target point before all the
players, counting skill in order to calculate with how many moves they go to the target
point as soon as possible, tactics skill in order to conclude opponents moves and
move according to previous moves and probability skills in order to estimate
opponents next moves according to the player’s move (“Sorry!,” n.d.).

4. Case Study

4.1. Analytical Thinking Improving Board Game: Backgammon

As board games have been researched more than once, all information needed for
this thesis are already exist in research results. There are not any unexplored points
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about board games and their contribution to analytical thinking skills. Therefore,
explanatory case study is the best choice to prepare a thesis on effects of mind
improving board games on analytical thinking skills.

Especially backgammon is one of the oldest mind improving board games and there
are too many resources about it. Various types of backgammon are exist but in this
thesis, the most popular type has been examined. Since this board game has been
examined more than once in past, to obtain information about it by interviewing has
been selected as data collection method. The reason of making interviews is that;
general information are already exist and personal thoughts and tastes about
backgammon are needed for this thesis to suggest some improvements such as a
new game mechanism and design.

4.2.1. User Profile Variety of Backgammon

In reality, backgammon’s user profile is very wide ranging but for this thesis,
participants are selected among the fine arts and design faculty students since they
taught to think in a creative way during their academic life and are able to suggest
more different solutions than others.

They are the students of architecture, interior architecture and environmental design,
industrial design, fashion and textile design and visual communication design
departments. Also they are young women and men, 24-25 years old, of millenium era
and very keen on new generation online games. Therefore, their approaches to
vintage games, which are not too familiar to them, are considered for this thesis to
obtain the opinions of various perspectives.

5. Data Analysis and Results

At the end of the all 15 interviews, similar results have been gathered. First of all, all
participants think that backgammon is a nostalgic game and game sets should be
designed by considering that point. For instance, all of the participants said that they
prefer to play backgammon with their close friends or relatives and during their
meeting while talking. It can be said that, playing backgammon goes along with
chatting. Also, if a bet is in the question, playing becomes more attractive and players
becomes more ambitious. However, this bet is not a gamble-like bet, it is just on a
level with being gammoned.

Playing skills of players get better in time. Participants said that learning was easy but
seeing the soft spots for attack was a little bit hard. They become able to develop a
strategy and change their tactics according to their competitors playing style. All of
them try to block their competitors checkers or limit the competitors’ moves to be able
to win or protect their checkers. There is an attractive point that if backgammon is not
played for a long time, gained skills can be able to lose or decrease.

About time, participants reported that they prefer to play backgammon in summer
holiday and in open spaces such as cafes or in balconies, in the evenings or nights.

The reasons of playing backgammon are that, it is amazing, exciting, needed to use
minds, also driven with luck. Moreover, players intentions are not completely to beat
their competitors, virtual intentions are generally to be able to have fun in their leisure
times.

There are some interestng points about game elements’ materials. All of the
participants prefer wooden elements. They think with wooden elements, game
becomes faster and feeling the thanks to varnishing board, sliding of checkers on
board makes players more enthusiastic to play. The colours of checkers are also an

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important point because they like playing with contrast coloured checkers in order not
to confused about their own ones and competitors’ ones. Also two of participants
reported that, the sound that formed by sliding and moving checkers is significant for
them, since it is one of the attractive points of backgammon. Wooden elements make
player remind that backgammon is a nostalgic game and it has to stay faithful.

Therefore, new generation backgammon sets out of plastics are not preferred. Plastic
game sets do not make the player want to play backgammon, their sounds do not feel
them this is a nostalgic game. However, one of the participants said that, if her
purpose is to have fun and there is not any other option, game elements may be out
of plastics, even she can use cash instead of lost checkers.

6. Conclusion

In this thesis, effects of mind improving board games on analytical thinking skills are
researched and as the results of all researches it is clearly seen that, playing mind
improving board games is one of the best ways to improve analytical thinking skills
because it is generally easy to learn, amazing, make players use their own mind and
develop a strategy. Compared to other ways to improve analytical thinking skills,
playing analytical thinking skill improving games is a playful and attractive way, also
it makes people come together and share some different things about life, during
playing session by chatting. It sometimes goes through to be a bet game but it
becomes never a gambling game. When a bet is in the question, players attentions
and thinking range about their attacks increase and this creates a pleasant
competition stage.

Analytical thinking skills improving games help improve thinking about cause and
effect, trends, similarities and differences, associations between things, examples of
what is happening, inter-relationships between the parts, steps within a process, the
sequence of events, ways to solve complex problems, complex systems and how they
work. Thanks to this improvement, people can solve both simple and compex
problems, articulate, make sensible decisions, visualize and present logical and
applicable solutions.

When it comes to backgammon, it is a traditional and amazing game that has easy
rules and attractive game mechanisms. Moreover, it makes people come together
and socialize. With extra rules, it can be more attractive and more difficult. Therefore,
it can be more mind improving.

Discussions and Recommendations

Altough in the present day, online computer games are more popular than tangible
games, when backgammon is in the question, all participants chosse the tangible
version of backgammon. Besides, backgammon is a nostalgic game and still popular
among young people. Its popularity based on its rules and game mechanisms.
Backgammon has rules easy to learn and generally in one session, rules can be
learned. Players can develop their own strategies in time and also change tactics by
considering their competitors’ moves. Also, it is a chance game and all those points
make backgammon attractive and popular despite of being a nostalgic game.

In participants’s opinions, wooden game elements are adored while new generation
plastics ones are distasteful. I am also a backgammon player and lover, I think like
my friends who have answered my interview questions. All game materials, even dice
have to be out of wood to make the “backgammon” joy last and protect it as faithful.
Besides, as the results of all researches, I came up with a table below.

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Figure 3: Ratio of luck and required skills

In addition, I suggest to make backgammon more difficult in order to work minds much
more. My suggestion is playing backgammon with 3 dice. Two of them determines
attacks amount as in original game and one of them determines attacks location. That
additional die has different colour in order to distinguish. Therefore, luck factor
increases, game becomes more complex and players have to work their minds more.

Appendix

Questions that will be asked to interviewer:

- Who do you prefer to play backgammon with and why?

- Did your scores rise in time?

- Did you develop a strategy to play?

- If you develop a strategy, is it changeable according to your competitors?

- Have you ever developed any additional strategies?

- When do you prefer to play backgammon?

- Where do you prefer to play backgammon?

- Why do you prefer to play backgammon? What are the attractive points of it?

- Is game elements’ materials important for you?

- Do you think that have game board’s, dice’s and checkers’s materials effect on
playing?

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